Fighter: Difference between revisions

471 bytes added ,  21:09, 20 November 2022
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==== Improved Critical ====
==== Improved Critical ====
''3rd Level Champion's League Feature''<br>
''3rd Level Champion's League Feature''<br>
Beginning when you choose this archetype at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20.
Your Crit Range increases by 1.<br>
Additionally, when you hit on an Attack Roll, you can choose to make it a Critical Hit. You can do this a number of times equal to half your Proficiency Bonus, regaining expended uses at the end of a Long Rest.
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==== Critical Focus ====
''3rd Level Champion's League Feature''<br>
You augment your critical strikes. Whenever you score a Critical Hit, choose one of the following ways to improve that Critical Hit:
*'''Brutal Focus.''' The target takes additional Damage equal to half your Fighter Level.
*'''Cruel Focus.''' The target must succeed on a Strength Saving Throw or be knocked Prone and be Slowed until the end of your next turn.
*'''Slashing Focus.''' The target must succeed on a Dexterity Saving Throw or be Blinded until the end of your next turn.


==== Remarkable Athlete ====
==== Remarkable Athlete ====
''7th Level Champion's League Feature''<br>
''7th Level Champion's League Feature''<br>
You can add half your proficiency bonus (round up) to any Strength, Dexterity, or Constitution check you make that doesn’t already use your proficiency bonus.
You can add half your Proficiency Bonus (rounded up) to any Strength, Dexterity, or Constitution Checks you make that you aren't Proficient in.<br>
In addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier.
In addition you gain a Climbing and Swimming Speed equal to your Walking Speed.
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==== Additional Fighting Style ====
==== Additional Fighting Style ====
''10th Level Champion's League Feature''<br>
''10th Level Champion's League Feature''<br>
You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again. Whenever you gain a level in this class you can swap a Fighting Style you have with one you do not have with one you could have learned from this feature.
You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.
*'''Archery.''' You gain a +2 bonus to Attack Rolls you make with Ranged Weapons.
*'''Archery.''' You gain a +2 bonus to Attack Rolls you make with Ranged Weapons.
*'''Blind Fighting.''' You have Blindsight out to 10ft. If you already have blindsight it increases the range of your Blindsight by 10ft.
*'''Blind Fighting.''' You have Blindsight out to 10ft. If you already have Blindsight it increases the range of your Blindsight by 10ft.
*'''Defense.''' While you are wearing Armor, you gain a +1 bonus to AC.
*'''Defense.''' While you are wearing Armor, you gain a +1 bonus to AC.
*'''Dueling.''' When you are wielding a Melee Weapon in one hand and no other Weapons, you gain a +2 bonus to Damage Rolls with that Weapon.
*'''Dueling.''' When you are wielding a Melee Weapon in one hand and no other Weapons, you gain a +2 bonus to Damage Rolls with that Weapon.
*'''Great Weapon Fighting.''' When you roll a 1 or 2 on a Damage Die for an attack you make with a Two-Handed or Versatile Melee Weapon you are wielding with two hands, you can reroll the die and must use the new roll.
*'''Great Weapon Fighting.''' When you roll a 1 or 2 on a Damage Die for an attack you make with a Two-Handed or Versatile Melee Weapon you are wielding with two hands, you can reroll the Damage Die, using the new result.
*'''Improvised Fighting.''' You gain Proficiency with Improvised Weapons. Additionally, you can pick up or draw an item that could serve as an Improvised Weapon as part of an attack. Once per turn, when you hit on an attack with a non-magical Improvised Weapon, you can roll the Damage dice of the attack twice, using the higher roll. When you do this, the Improvised Weapon is destroyed and cannot be used for further attacks.
*'''Improvised Fighting.''' You gain Proficiency with Improvised Weapons. Additionally, you can pick up or draw an item that could serve as an Improvised Weapon as part of an attack. Once per turn, when you hit on an attack with a non-magical Improvised Weapon, you can roll the Damage dice of the Attack twice, using the higher roll. When you do this, the Improvised Weapon is destroyed and cannot be used for further Attacks.
*'''Interception.''' When a creature you can see hits a target, other than you, within 5ft of you with an Attack, you can use your Reaction to reduce the damage the target takes by 1d10 + your Proficiency Bonus. You must be wielding a Shield or a Simple or Martial Weapon to use this Reaction.
*'''Interception.''' When a creature you can see hits a target other than you, within 5ft of you with an Attack, you can use your Reaction to reduce the Damage dealt by 1d10 + your Proficiency Bonus. You must be wielding a Shield, a Simple Weapon, or a Martial Weapon to use this Reaction.
*'''Melee Marksman.''' You do not have Disadvantage while making Ranged Attacks while you are within 5ft of a hostile creature. Additionally, you can make Opportunity Attacks with a Ranged Weapon when creatures within 5ft of you move away from you.
*'''Melee Marksman.''' You do not have Disadvantage while making Ranged Attacks while you are within 5ft of a hostile creature. Additionally, you can make Opportunity Attacks with a Ranged Weapon when creatures within 5ft of you move away from you.
*'''Mounted Warrior.''' Once per turn while mounted, when you hit on an Attack against a Large or smaller creature, you can force it to make a Strength Saving Throw with a DC of 8 + your Strength Modifier + your Proficiency Bonus, on a failed Save, the target is knocked Prone.
*'''Mounted Warrior.''' Once per turn while mounted, when you hit on an Attack against a Large or smaller creature, you can force it to make a Strength Saving Throw with a DC of 8 + your Strength Modifier + your Proficiency Bonus, on a failed Save, the target is knocked Prone.
*'''Pit Fighting.''' You have trained to fight with obscure, and underrated weapons, gaining the following weapons:
*'''Pit Fighting.''' You have trained to fight with obscure, and underrated weapons, gaining the following weapons:
*For you, Tridents now deal 1d8 (1d10) Piercing Damage, and their Range is increased 40/120ft.
:*For you, Tridents now deal 1d8 (1d10) Piercing Damage, and their Range is increased to 40/120ft.
*When making an Attack with a Net against a creature within 5ft of you, you do not have Disadvantage on the Attack Roll.
:*When making an Attack with a Net against a creature within 5ft of you, you do not have Disadvantage on the Attack Roll.
*For you, Nets now deal 1d6 Bludgeoning Damage.
:*For you, Nets now deal 1d6 Bludgeoning Damage.
*When you make an Attack with a Net or a Trident, you can draw a Net or Trident as part of that attack.
:*When you make an Attack with a Net or a Trident, you can draw a Net or Trident as part of that Attack.
*'''Protection.''' When a creature you can see attacks a target other than you that is within 5ft of you, you can use your Reaction to impose Disadvantage on the Attack Roll. To do this, you must be wielding a Shield.
*'''Protection.''' When a creature you can see Attacks a target other than you that is within 5ft of you, you can use your Reaction to impose Disadvantage on the Attack Roll. To do this, you must be wielding a Shield.
*'''Shield Warrior.''' You can use a Shield as a Martial Melee Weapon, dealing 2d4 Bludgeoning Damage. Additionally, if you are wielding a Shield and no other Weapons, you gain a +1 Bonus to your Attack Rolls and Armor Class.
*'''Shield Warrior.''' You can use a Shield as a Martial Melee Weapon, dealing 2d4 Bludgeoning Damage. Additionally, if you are wielding a Shield and no other Weapons, you gain a +1 Bonus to your Attack Rolls and Armor Class.
*'''Strongbow.''' You can use your Strength instead of your Dexterity for your Attack and Damage Rolls using Ranged Weapons.
*'''Strongbow.''' You can use your Strength instead of your Dexterity for your Attack and Damage Rolls using Ranged Weapons.
*'''Thrown-Weapon Fighting.''' You can draw a Weapon as part of an attack made with a Thrown Weapon. In addition, when you hit with a Ranged Attack using a Thrown Weapon, you gain a +2 bonus to the Damage Roll.
*'''Thrown-Weapon Fighting.''' You can draw a Weapon as part of an Attack made with a Thrown Weapon. In addition, when you hit with a Ranged Attack using a Thrown Weapon, you gain a +2 bonus to the Damage Roll.
*'''Two-Weapon Fighting.''' When you use Two-Weapon Fighting, you can add your Ability Modifier to the Damage of the second Attack.
*'''Two-Weapon Fighting.''' When you use Two-Weapon Fighting, you can add your Ability Modifier to the Damage of the second Attack.
*'''Unarmed Fighting.''' You become Proficient in Unarmed Strikes, and your Unarmed Strikes now deal 1d6 Damage. While you aren't wielding any Weapons or Shields, your Unarmed Strikes instead deal 1d8 Damage. At the start of each of your turns, you can deal 1d4 Bludgeoning Damage to one creature Grappled by you.
*'''Unarmed Fighting.''' You become Proficient in Unarmed Strikes, and your Unarmed Strikes now deal 1d6 Damage. While you aren't wielding any Weapons or Shields, your Unarmed Strikes instead deal 1d8 Damage. At the start of each of your turns, you can deal 1d4 Bludgeoning Damage to one creature Grappled by you.
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==== Superior Critical ====
==== Superior Critical ====
''15th Level Champion's League Feature''<br>
''15th Level Champion's League Feature''<br>
Your weapon attacks score a critical hit on a roll of 18–20.
Your Crit Range increases by 2.<br>
Additionally, your Weapon Attacks deal additional Damage equal to your Proficiency Bonus.
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==== Survivor ====
==== Survivor ====
''18th Level Champion's League Feature''<br>
''18th Level Champion's League Feature''<br>
You attain the pinnacle of resilience in battle. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left. You don’t gain this benefit if you have 0 hit points.
You attain the pinnacle of resilience in battle. At the start of each of your turns, you regain Hit Points equal to 5 + your Constitution Modifier. You don’t gain this benefit if you have 0 Hit Points.
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